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Engine Simulator by Ange Yaghi

Discussion in 'General Discussion' started by robert357, Aug 7, 2022.

  1. hacker420

    hacker420
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    Did some testing with the I5 in the files. At 3047Hz it produces 125 lb-ft of torque and 120 HP, 2002Hz does the same amount of torque but 118 HP and the default frequency has the same results as the 3047Hz result.
     
  2. NOCARGO

    NOCARGO
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    Sweet ! So how come your simulation hasn't got sound yet ?
     
  3. TMccanna

    TMccanna
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    well the game uses just a few noises and they dont change the entire noise with load (although volume and such change)
     
  4. atv_123

    atv_123
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    Mine doesn't have sound mostly because I am not 100% there in terms of my simulation. Its like 90% to 95% there.... but not quite yet.

    That and because I don't know how to code in an actual computer language, but I know how to do math with the best of them... so I worked out all the math, but I don't have any actual code (not without trying though... I have tried sever times) so I ended up doing all the "programing" in Excel. I dunno how to make sound with Excel :rolleyes:

    Edit:
    Here is a tidbit of it from a different thread...
     
    #24 atv_123, Aug 12, 2022
    Last edited: Aug 12, 2022
  5. PRC0

    PRC0
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    finding a real life car that you can get permission to record with for example a 1.5L flat-8 = very hard and expensive
    simulating a 1.5L flat-8 through something like this = much easier and literally free
     
    • Agree Agree x 3
  6. Pixel2

    Pixel2
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    Just imagine what this will become in a few months...

     
  7. tobias95ng

    tobias95ng
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  8. Nivracer

    Nivracer
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    I can't even figure how to get it to work
     
  9. Kirby_49

    Kirby_49
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    Honestly, people hype it up way too much, it doesn't even sound that good, there's still a lot of room for improvement, and i doubt it's going to be adapted into the mainstream for a long time.
     
  10. robert357

    robert357
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    Example of high revving I4 engine.

     
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  11. zachariah.74

    zachariah.74
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    Definitely seems to be a lot of potential in this software but I think some people are right in saying that this isn't gonna be ready for sampling engine sounds from just yet.
     
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    • Agree Agree x 1
  12. Pixel2

    Pixel2
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    Right now you are looking at one minute of a Bob Ross painting, a big patch of blue paint. Give it some time to evolve.
     
    • Agree Agree x 4
  13. robert357

    robert357
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    Of course it can be improved, but still it works very good.

    Porsche 980 V10
     
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  14. Nacho Problem

    Nacho Problem
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    i really really like where this is going! i hope soon we would actually be able to use these sounds for game modding
     
  15. robert357

    robert357
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    Single-cylinder engine.

     
  16. Ekspect

    Ekspect
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    If I'm not wrong, The Devs said they are going to do a sound update.
    That means we could have something implemented that makes the engine sound different base on % of RPMs.
    Right now I think it is a single long sound that is played at different speeds?
     
  17. Jackets64

    Jackets64
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    Currently the sound system is basically how you described that you want it to be, it uses different sound samples linked to different RPMs to make the sounds.
     
  18. Zoroark _Xx

    Zoroark _Xx
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    they mean Hz not fps, Hz is how many times something is done in one second, where as fps is how many frames your GPU can render, or rather graphics card since you very often cant use the GPU standalone..
    --- Post updated ---
    yea, but that is often inaccurate where as ange's sim accurately simulates the sound created by the air pressure in the cylinder which will make a seamless (if you so will procedural) engine sound which means you can have any engine without any work on the sounds, where as you would have to record a lot of sound samples to create something somewhat convincing.
     
  19. Pixel2

    Pixel2
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    F1 music:
     
  20. robben896

    robben896
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    Next up 3.0 V10 F1.
     
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